Blender Git Commit Log

All Blender Git commits.

Page: 2820 / 8462

December 7, 2018, 10:37 (GMT)
Depsgraph: Cleanup, line length
December 7, 2018, 10:37 (GMT)
Depsgraph: Remove duplicated sets of recalc/update flags

There were at least three copies of those:

- OB_RECALC* family of flags, which are rudiment of an old
dependency graph system.
- PSYS_RECALC* which were used by old dependency graph system
as a separate set since the graph itself did not handle
particle systems.
- DEG_TAG_* which was used to tag IDs.

Now there is a single set, which defines what can be tagged
and queried for an update. It also has some aggregate flags
to make queries simpler.

Lets once and for all solve the madness of those flags, stick
to a single set, which will not overlap with anything or require
any extra conversion.

Technically, shouldn't be measurable user difference, but some
of the agregate flags for few dependency graph components did
change.

Fixes T58632: Particle don't update rotation settings
December 7, 2018, 10:34 (GMT)
GP: Evaluate curve for thickness in primitives
December 7, 2018, 10:22 (GMT)
Cleanup/refactor binding code for MeshDeform modifier.

We had two different ways of doing it, SurfaceDeform and LaplacianDeform
would do it through a special modifier stack evaluation triggered from
binding operator, while MeshDeform would do it through a regular
depsgraph update/eval (also triggered from its binding op).

This enforces the later to search back for orig modifier data inside
modifier code (to apply binding on that one, and not on useless CoW
one).

Besides the question of safety about modifying orig data from threaded
despgraph (that was *probably* OK, but think it's bad idea in general),
it's much better to have a common way of doing that kind of things.

For now it remains rather dodgy, but at least it's reasonably consistent
and safe now.

This commit also fixes a potential memleak from binding process of
MeshDeform, and does some general cleanup a bit.
December 7, 2018, 10:16 (GMT)
GP: New curve to define thickness in primitives
December 7, 2018, 09:54 (GMT)
Fix T58046: Crash when changing Particle type, when Hair has dynamics

thx @sergey for checking
December 7, 2018, 09:49 (GMT)
Cleanup: split mixed_bones_object_selectbuffer

Split basic object picking logic out into it's own function.
December 7, 2018, 09:48 (GMT)
Cleanup: style
December 7, 2018, 09:42 (GMT)
Fix T58913 Won't focus on Grease Pencil

When the datablock was empty, the center was not calculated. Now it uses the object location.
December 7, 2018, 08:10 (GMT)
Fix T58911: Picking objects fails in pose mode
December 7, 2018, 07:22 (GMT)
Merge branch 'blender2.8' into greasepencil-object
December 7, 2018, 07:22 (GMT)
Fix T58811: Scale bezier handle uses tip as origin
December 7, 2018, 06:11 (GMT)
Merge branch 'master' into blender2.8
December 7, 2018, 06:06 (GMT)
Cleanup: redundant counter
December 7, 2018, 04:54 (GMT)
Merge branch 'master' into blender2.8
December 7, 2018, 04:42 (GMT)
Fix error in Main cleanup

See 481cdb08ed6f3
December 7, 2018, 04:33 (GMT)
DRW: Remove the use of GPUTexture buffers for edit wire rendering

See previous commit for detail as why.
December 7, 2018, 04:33 (GMT)
DRW: Rework wireframe overlay implementation

The shader is way simpler and run way faster on lower end hardware
(2x faster on intel HD5000) but did not notice any improvement on AMD Vega.

This also adds a few changes to the way the wireframes are drawn:
- the slider is more linearly progressive.
- optimize display shows all wires and progressively decrease "inner" wires
intensity. This is subject to change in the future.
- text/surface/metaballs support is pretty rough. More work needs to be done.

This remove the optimization introduced in f1975a46390a5bf85bb7012375f9bc1e761fc516.
This also removes the GPU side "sharpness" calculation which means that
animated meshes with wireframe display will update slower.
The CPU sharpness calculation has still room for optimization. Also
it is not excluded that GPU calculation can be added back as a
separate preprocessing pass (saving the computation result [compute or
feedback]).

The goal here was to have more speed for static objects and remove
the dependency of having buffer textures with triangle count. This is
preparation work for multithreading the whole DRW manager.
December 7, 2018, 04:33 (GMT)
GPU: Remove EXT and add assert

Some drivers accept shaders with only vertex stage, but some just silently
fails.
December 7, 2018, 04:33 (GMT)
GPU: Add GPU_vertformat_triple_load to load next vertices attrib

Right now does not add padding at the end of the buffer.

This seems not necessary but may cause problem on some platform. If needed
we will add this padding (only 2 more vertices).
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021